const int Value_BCKopf = 50;
const int Value_Meatbugflesh = 10;
const int Value_SheepFur = 12;
const int Value_WolfFur = 12;
const int Value_BugMandibles = 15;
const int Value_Claw = 15;
const int Value_LurkerClaw = 15;
const int Value_Teeth = 15;
const int Value_CrawlerMandibles = 15;
const int Value_Wing = 20;
const int Value_Sting = 25;
const int Value_ReptileSkin = 28;
const int Value_WargFur = 28;
const int Value_DrgSnapperHorn = 100;
const int Value_CrawlerPlate = 50;
const int Value_ShadowFur = 250;
const int Value_SharkSkin = 200;
const int Value_TrollFur = 300;
const int Value_WaranFiretongue = 300;
const int Value_ShadowHorn = 300;
const int Value_SharkTeeth = 300;
const int Value_TrollTooth = 300;
const int Value_TrollBlackFur = 350;
const int Value_GoblinBone = 12;
const int Value_SkeletonBone = 12;
const int Value_DemonHeart = 500;
const int Value_StoneGolemHeart = 150;
const int Value_FireGolemHeart = 250;
const int Value_IceGolemHeart = 300;
const int VALUE_SWAMPGOLEMHEART = 200;
const int Value_UndeadDragonSoulStone = 10000;
const int Value_IcedragonHeart = 800;
const int Value_FiredragonHeart = 700;
const int Value_SwampdragonHeart = 500;
const int Value_RockdragonHeart = 600;
const int Value_DragonBlood = 300;
const int Value_DragonScale = 200;
const int Value_Keilerfur = 18;
 
instance ItAt_Addon_BCKopf(C_Item)
{
	name = "Kopf der Fangheuschrecke";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_BCKopf;
	visual = "ItAt_Blattcrawler_01.3DS";
	material = MAT_LEATHER;
	description = "Kopf der Fangheuschrecke";
	text[0] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_Meatbugflesh(C_Item)
{
	name = "Wanzenfleisch";
	mainflag = ITEM_KAT_FOOD;
	flags = ITEM_MULTI;
	value = Value_Meatbugflesh;
	visual = "ItAt_Meatbugflesh.3DS";
	material = MAT_LEATHER;
	scemeName = "FOODHUGE";
	on_state[0] = Use_Meatbugflesh;
	description = name;
	text[0] = "";
	text[1] = NAME_Bonus_HP;
	count[1] = 10;
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Meatbugflesh()
{
	Npc_ChangeAttribute(self,ATR_HITPOINTS,10);
};
 
 
instance ItAt_SheepFur(C_Item)
{
	name = "Schafsfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SheepFur;
	visual = "ItAt_SheepFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_WolfFur(C_Item)
{
	name = "Wolfsfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_WolfFur;
	visual = "ItAt_WolfFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_BugMandibles(C_Item)
{
	name = "Feldrauberzangen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_BugMandibles;
	visual = "ItAt_BugMandibles.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_Claw(C_Item)
{
	name = "Krallen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Claw;
	visual = "ItAt_Claw.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_LurkerClaw(C_Item)
{
	name = "Lurkerklaue";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_LurkerClaw;
	visual = "ItAt_LurkerClaw.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_Teeth(C_Item)
{
	name = "Zahne";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Teeth;
	visual = "ItAt_Teeth.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_CrawlerMandibles(C_Item)
{
	name = "Minecrawlerzangen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_CrawlerMandibles;
	visual = "ItAt_CrawlerMandibles.3DS";
	material = MAT_LEATHER;
	scemeName = "FOOD";
	on_state[0] = Use_Mandibles;
	description = name;
	text[0] = "Die Zangen konnen aufgebrochen, ";
	text[1] = "und das Sekret darin geschlurft werden.";
	text[2] = "Es regeneriert die magische Kraft.";
	text[3] = "Verliert mit der Zeit seine Wirkung.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Mandibles()
{
	if(Mandibles_Bonus <= 9)
	{
		Npc_ChangeAttribute(self,ATR_MANA,self.attribute[ATR_MANA_MAX]);
		Mandibles_Bonus = Mandibles_Bonus + 1;
	}
	else if(Mandibles_Bonus < 42)
		{
			Npc_ChangeAttribute(self,ATR_MANA,(self.attribute[ATR_MANA_MAX] * (100 - (3 * (Mandibles_Bonus - 9))) / 100));
			if(Mandibles_Bonus <= 11)
			{
				Print("Die Wirkung des Sekrets beginnt langsam nachzulassen.");
			}
			else if(Mandibles_Bonus == 17)
			{
				Print("Die Wirkung des Sekrets lasst immer mehr nach.");
			}
			else if(Mandibles_Bonus == 24)
			{
				Print("Die Wirkung des Sekrets hat bereits stark nachgelassen.");
			}
			else if(Mandibles_Bonus == 32)
			{
				Print("Die Wirkung des Sekrets ist nur noch sehr gering.");
			}
			else if(Mandibles_Bonus >= 40)
			{
				Print("Ich bin inzwischen beinahe immun gegen die Wirkung des Sekrets.");
			};
			Mandibles_Bonus = Mandibles_Bonus + 1;
		}
	else
	{
		Print(PRINT_Mandibles);
	};
};
 
 
instance ItAt_Wing(C_Item)
{
	name = "Flugel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Wing;
	visual = "ItAt_Wing.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_Sting(C_Item)
{
	name = "Stachel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Sting;
	scemeName = "FOOD";
	on_state[0] = Use_Sting;
	visual = "ItAt_Sting.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "Der Stachel";
	text[2] = "enthalt ein giftiges Sekret";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Sting()
{
	if(Knows_Bloodfly == TRUE)
	{
		if(Bloodfly_Bonus <= 9)
		{
			Npc_ChangeAttribute(self,ATR_HITPOINTS,self.attribute[ATR_HITPOINTS_MAX]);
			Print(PRINT_FullyHealed);
			Bloodfly_Bonus = Bloodfly_Bonus + 1;
		}
		else if(Bloodfly_Bonus < 42)
		{
			Npc_ChangeAttribute(self,ATR_HITPOINTS,(self.attribute[ATR_HITPOINTS_MAX] * (100 - (3 * (Bloodfly_Bonus - 9))) / 100));
			if(Bloodfly_Bonus <= 11)
			{
				Print("Die Wirkung des Sekrets beginnt langsam nachzulassen.");
			}
			else if(Bloodfly_Bonus == 17)
			{
				Print("Die Wirkung des Sekrets lasst immer mehr nach.");
			}
			else if(Bloodfly_Bonus == 24)
			{
				Print("Die Wirkung des Sekrets hat bereits stark nachgelassen.");
			}
			else if(Bloodfly_Bonus == 32)
			{
				Print("Die Wirkung des Sekrets ist nur noch sehr gering.");
			}
			else if(Bloodfly_Bonus >= 40)
			{
				Print("Ich bin inzwischen beinahe immun gegen die Wirkung des Sekrets.");
			};
			Bloodfly_Bonus = Bloodfly_Bonus + 1;
		}	
		else
		{
			Print(PRINT_Mandibles);
		};
	}
	else
	{
		Print(PRINT_Bloodfly);
		if(self.attribute[ATR_HITPOINTS] > 1)
		{
			self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - 1;
		};
	};
};
 
 
instance itat_LurkerSkin(C_Item)
{
	name = "Reptilienhaut";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_ReptileSkin;
	visual = "ItAt_LurkerSkin.3DS";
	material = MAT_LEATHER;
	description = "Die Haut eines Reptils";
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_WargFur(C_Item)
{
	name = "Wargfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_WargFur;
	visual = "ItAt_WargFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_Addon_KeilerFur(C_Item)
{
	name = "Keilerfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Keilerfur;
	visual = "ItAt_WargFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_DrgSnapperHorn(C_Item)
{
	name = "Horn eines Drachensnappers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_DrgSnapperHorn;
	visual = "ItAt_DrgSnapperHorn.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_CrawlerPlate(C_Item)
{
	name = "Minecrawlerplatten";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_CrawlerPlate;
	visual = "ItAt_CrawlerPlate.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_ShadowFur(C_Item)
{
	name = "Fell eines Schattenlaufers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_ShadowFur;
	visual = "ItAt_ShadowFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_SharkSkin(C_Item)
{
	name = "Haut eines Sumpfhais";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SharkSkin;
	visual = "ItAt_SharkSkin.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_TrollFur(C_Item)
{
	name = "Trollfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_TrollFur;
	visual = "ItAt_TrollFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_TrollBlackFur(C_Item)
{
	name = "Fell eines schwarzen Trolls";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_TrollBlackFur;
	visual = "ItAt_TrollFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_WaranFiretongue(C_Item)
{
	name = "Flammenzunge";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_WaranFiretongue;
	visual = "ItAt_WaranFiretongue.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_ShadowHorn(C_Item)
{
	name = "Horn eines Schattenlaufers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_ShadowHorn;
	visual = "ItAt_ShadowHorn.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_SharkTeeth(C_Item)
{
	name = "Zahne eines Sumpfhais";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SharkTeeth;
	visual = "ItAt_SharkTeeth.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_TrollTooth(C_Item)
{
	name = "Trollhauer";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_TrollTooth;
	visual = "ItAt_TrollTooth.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
instance ItAt_StoneGolemHeart(C_Item)
{
	name = "Herz eines Steingolems";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_StoneGolemHeart;
	visual = "ItAt_StoneGolemHeart.3DS";
	material = MAT_STONE;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_FireGolemHeart(C_Item)
{
	name = "Herz eines Feuergolems";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_FireGolemHeart;
	visual = "ItAt_FireGolemHeart.3DS";
	material = MAT_STONE;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_IceGolemHeart(C_Item)
{
	name = "Herz eines Eisgolems";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_IceGolemHeart;
	visual = "ItAt_IceGolemHeart.3DS";
	material = MAT_STONE;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_SWAMPGOLEMHEART(C_Item)
{
	name = "Herz eines Sumpfgolems";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = VALUE_SWAMPGOLEMHEART;
	visual = "ItAt_SwampdragonHeart.3DS";
	material = MAT_STONE;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_GoblinBone(C_Item)
{
	name = "Knochen eines Goblins";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoblinBone;
	visual = "ItAt_GoblinBone.3DS";
	material = MAT_WOOD;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_SkeletonBone(C_Item)
{
	name = "Knochen eines Skeletts";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SkeletonBone;
	visual = "ItAt_SkeletonBone.3DS";
	material = MAT_WOOD;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_SKELETONBONEALEF(C_Item)
{
	name = "Knochen von Alefs Skelett";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_SkeletonBone;
	visual = "ItAt_SkeletonBone.3DS";
	material = MAT_WOOD;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_ORCHEART(C_Item)
{
	name = "Herz eines Orks";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 200;
	visual = "ItAt_OrcHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_DemonHeart(C_Item)
{
	name = "Herz eines Damonen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_DemonHeart;
	visual = "ItAt_DemonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_LUZIANHEART(C_Item)
{
	name = "Lucians Herz";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ItAt_DemonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "Dieses Herz schlug im Flammendamon Lucian.";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_UndeadDragonSoulStone(C_Item)
{
	name = "Seelenstein des Untoten Drachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_UndeadDragonSoulStone;
	visual = "ItAt_UndeadDragonSoulStone.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ItAt_IcedragonHeart(C_Item)
{
	name = "Herz des Eisdrachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_IcedragonHeart;
	visual = "ItAt_IcedragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_RockdragonHeart(C_Item)
{
	name = "Herz des Felsdrachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_RockdragonHeart;
	visual = "ItAt_RockdragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_SwampdragonHeart(C_Item)
{
	name = "Herz des Sumpfdrachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_SwampdragonHeart;
	visual = "ItAt_SwampdragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_FiredragonHeart(C_Item)
{
	name = "Herz des Feuerdrachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_FiredragonHeart;
	visual = "ItAt_FiredragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_REDDRAGONHEART(C_Item)
{
	name = "Herz des roten Drachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_FiredragonHeart;
	visual = "ItAt_FiredragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_BLACKDRAGONHEART(C_Item)
{
	name = "Herz des schwarzen Drachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_FiredragonHeart;
	visual = "ItAt_BlackragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "Dieses Herz schlug im schwarzen Drachen Azgalor.";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_GOLDDRAGONHEART(C_Item)
{
	name = "Herz des goldenen Drachen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_FiredragonHeart;
	visual = "ItAt_GoldDragonHeart.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "Dieses Herz schlug im goldenen Drachen Ashtar.";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItAt_DragonBlood(C_Item)
{
	name = "Drachenblut";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_DragonBlood;
	visual = "ItAt_DragonBlood.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ItAt_DragonScale(C_Item)
{
	name = "Drachenschuppen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_DragonScale;
	visual = "ItAt_DragonScale.3DS";
	material = MAT_STONE;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_PUMAFUR(C_Item)
{
	name = "Pumafell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_ShadowFur;
	visual = "ItAt_ShadowFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_SLOKERSFUR(C_Item)
{
	name = "Fell des Sloker";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 700;
	visual = "ItAt_SloFur.3DS";
	material = MAT_LEATHER;
	description = name;
	text[0] = "";
	text[1] = "";
	text[2] = "";
	text[3] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITAT_CRAWLERQUEEN(C_Item)
{
	name = "Minecrawler-Ei";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = 100;
	visual = "ItAt_Crawlerqueen.3ds";
	material = MAT_LEATHER;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};